# 2022-8-24 Sculpt/Texture/Paint Module Meeting ## Attendees - Joe Eagar - Bastien - Julian - Julien Kaspar ## Agenda ### Needs Commit None :+1: ### High Prio Bugs - [⚓ T100480 Regression: Hiding face sets in sculpt mode doesn't work with modifiers](https://developer.blender.org/T100480) - Hans already fixed it - [⚓ T100479 Regression: Expand operator on open boundaries causes crash](https://developer.blender.org/T100479) - Joe can take a look - [⚓ T99288 Color attributes of index above 7 deletes after entering edit mode](https://developer.blender.org/T99288) - Already in review Depending on [D15428](https://developer.blender.org/D15428): - [⚓ T99282 Regression: Object invisible in Sculpt Mode when using >8 color attributes](https://developer.blender.org/T99282) - [⚓ T98889 Regression: Sculpting on a linked copy of an objects crashes Blender](https://developer.blender.org/T98889) ### In Review Targeted for 3.4: - [⚙ D15025 Expose Face Sets In Python API](https://developer.blender.org/D15025) - Nothing new yet - [⚙ D15496 Sculpt Attribute API](https://developer.blender.org/D15496) - Only minor feedabck from Brecht - [⚙ D15428 PBVH Draw Cleanup](https://developer.blender.org/D15428) - Joe worked on it in a separate branch - Will update the patch soon once ready Other: - [⚙ D15697 Redo Panel Barrier](https://developer.blender.org/D15697) - Joe will write Campbell about this Wait until next week - [⚙ D14900 PBVH Texture Paint Node Splitting](https://developer.blender.org/D14900) - [⚙ D15596 Convert Color Attribute operator](https://developer.blender.org/D15596) - [⚙ D14970 3D Texturing: Fix seam bleeding.](https://developer.blender.org/D14970) - [⚙ D15298 Support Automasking For Texture Paint](https://developer.blender.org/D15298) ### In Progress - [⚙ D15122 Cavity Automasking Mode](https://developer.blender.org/D15122) - [⚙ D15297 Normal Based Automasking Modes](https://developer.blender.org/D15297) ### To Do's Joe: - [ ] Auto-masking features as high priority - [ ] Addressing notes on [D15496](https://developer.blender.org/D15496) - [ ] Remaining high Prio bugs - [ ] Rewriting [D15428](https://developer.blender.org/D15428) based on new design - [ ] Afterwards: Brush Refactor Design - [ ] Joe will also write an overview of the featurs being worked on in sculpt-dev ### New Tasks - [⚙ D15697 Redo Panel Barrier](https://developer.blender.org/D15697) ### Other Topics #### Brush management project discussion - We need to assign tasks and define goals and scope of the project - The Team - Joe would be the main developer - Julian would be involved for asset implementation - Bastien would help out minimally for overrides - Dalai to oversee the project - This week we should define the meta level scope and use cases we want to solve - Dalai is not strictly needed for now but eventually required for scheduling and design approval - Also for geometry node team involvement - We could start daily meetings to plan to start the project properly in two weeks - We could already work on a propotyipe to get MVP brush asset implementation - There's also a big amount of UI tasks. These need mockups. - Julian would also like to use this as a chance to push the asset system further with this as well - We need to consider using grid popup menus for brush selection rather than pie menus. Needs design exploration. - The right click menu for quick access might be a separate project. - It's still improtant but we can spend more time on the design while implementing the most important tasks. - Most important tasks might be - Basic brush asset implementation - Brush managment process - Converting tools into a single tool with brush presets - Overriding preset preferences - Brush picker in sidebar - Brush essentials library - Presumably 60-80 brushes - Boundary and cloth would branch the most - Should we include textures? - Should these be implemented in the binary or as an in-built asset library? - What are the essentials? - A full default blender asset pack? - Or just the basic primitves for blender to function? - Whaat's the scope of the library? - Julian suggest that it's the basic time wasters (Noded groups setups, base meshes, textures) - But for now the focus should be 'default asset'. The foundation to grow the essentials in further releases - We need to define what we consider an 'essential' assets - Preview images for brush assets? - It's basically impossible to automatically generate preview thumbnails - We could define the default based on the brush preset - Even with cstuom color palette? - Depends on how well this works with themes - Could be similar to collection color tags - Probably add oeprator to generate preview image from active obejct - Followup projects - Brush refactor? - Would help reduce th amount of brush deformation presets - Other benefits would be pinning settings, input curves, unified setting behaviour and future brush development - 'Cherry Picking'. Pinning brushes and brush settings for quick access - Right click menu - A new grid design for accessing brushes - Unclear projects - Node editor for brushes - Still unclear on the goals and use cases - We could go for Agile/Lean workflow - Daily meetups then - Focus on meta discussions. Goals and targets.